Edaqa’s Room Office Review | As a long day draws to a close, you look forward to going home. Just submit your work report and you’ll be done. Maybe one last cup of coffee is on order.
Date Played: April 2022 Number of Players: 4 Time Taken: 1 hour Difficulty: Medium-Hard
Here at The Escape Roomer we absolutely love Edaqa’s Room. Just like many other people in the world have spent their lockdown making sourdough starters, or playing Wordle – we’ve been getting together regularly and diving into the wonderful world of Edaqa’s Room. Each time a new game is released, team The Escape Roomer made up of Mairi, Al, Ash and our friend Tasha get together to puzzle it out of a Sunday night. Playing the latest game, Office, was no exception!
If the name weren’t a giveaway, this time Edaqa’s Room has created an escape room throw back to office life. It’s been years since I’ve personally been in an office and I won’t be going back to one any time soon, so it was extra curious playing a digital puzzle game set in one where your sole goal is to make a cup of coffee. Like technology of bygone days, stepping foot into a virtual office felt like foreign territory. Equal parts nostalgic and curious “hey, what is this machine? a photocopier? what’s that?!”
In short, the perfect environment for an escape room. Here’s how we got on…
Sit Back, Relax, and Enjoy the Coffee!
Office by Edaqa’s Room takes place inside an office setting. As I’ve come to really enjoy about all of this company’s games, there’s a charming cartoon style of artwork that accompanies the point-and-click gameplay mechanic. Tap around the environment to poke, point and prod at the decor and in real-time you’ll see your other team members doing the same.
At first players spawn in front of their office desk, complete with pots of pens and pencils, your computer monitor, and very cryptic notes in front of you and on the pin-board. As you progress through the game you can explore other areas of your office and come up against other office-y quirks. There’s a lot of tongue-in-cheek humour in this experience, just like 90s point-and-click video games (a comparison I’ve made more than once about Edaqa’s Room), you often find yourself clicking random things just for the amusement of seeing the reaction.
From it’s consistently fun graphics, to reliably upbeat humour, to simple story that doesn’t leave too much to the imagination… You always know what you’re getting with Edaqa’s Room an I absolutely love that! It was a well-deserved puzzlingly good evening after a long week, ironically, at work.
Puzzling Through the Office
But one of the things that really stood out to me about this game however was the puzzles. It’s not often our team of four take a full hour to complete a game but really – there was just so much to do and each puzzle was so challenging! Whilst you can solve the game solo, it’s a lot more fun in a team. Occasionally the game will require you checking between two disparate pieces of information which is where having a team comes into play.
Thankfully, no matter how big sized your team is, everyone is on the same page. Throughout the game pop ups will appear at the top of your screen letting you know what your team mates are up to.
“Alice has solved the post-it note puzzle” and “Tasha has added a cup to the inventory” and so on. Great for keeping on track, and eliminates the oh-so-common “hey has anyone solved this thing yet?” question.
One of my favourite puzzles I’ve ever played in an Edaqa’s Room game also occurred in Office, and I’m still grinning thinking about it as I write up this review days later. Amusing then that this was the puzzle I personally spent the longest on throughout the whole game, and it was eventually solved by Ash not me! This was the post-it note puzzle, and when you know, you’ll know!
I can’t compliment the creators enough, they’ve got a formula to make ‘good escape room games’ and they consistently nail it every single time. Above everything, what I loved about Office was how fun it was. Office is light-hearted, silly, humorous and… FUN! From a carnival, to your first day on the job, to a curious old lady, to a quest to make a cup of coffee… I cannot wait to see what they come up with next.
I’d recommend this game for anybody reeling from spending too much time in their office, friends, family, or even co-workers will enjoy playing this together.
Office by Edaqa’s Room can be booked and played by heading to this link here.
Underground 2099 Review | May 2027, the world was turned into a blazing hell. Nuclear weapons launched by our national leaders set all cities aflame in minutes. There were no winners, only losers. Humanity was plunged into chaos in which morality, solidarity and dignity burned. London 2099, 72 years have passed since the Great Fire; among the radioactive debris of this once-great city, rats have survived and transformed, trying to take the lead in this new disfigured world. Your mission is to thwart the plot of their leader, King Rat, hidden within the depths of the London Underground.
Date Played: 7th April 2022 Number of Player: 4 Time Taken: ~60 Minutes Difficulty: Medium
How better to welcome a new player to The Escape Roomer team by taking on an escape room together!? No sooner than we brought the lovely Karen onboard, we all headed down to Mission: Breakout’s brand new room – Underground 2099. In this case, we were joined by two friends. On a previous visit Mairi had enviously noticed other players in the briefing room getting kitted out with very cool looking futuristic backpacks and neon green glasses, but other than that we weren’t sure what to expect.
So, without further adieu, here is Karen and Mairi to talk about the exciting new escape room, Underground 2099…
Team The Escape Roomer
Karen: If nothing else Mission: Breakout can certainly lay claim to having one of the quirkiest and most original locations for an escape room in London. Based in an actual, real life, genuine, honest to god abandoned tube station, to play their games you must head into the underground bowels of the old South Kentish Town Station. Trains only ran from this ghost station between 1907 and 1924 but there is still much of the old station’s infrastructure in place and built directly into their games. Transport fans (I’m looking at Mairi here) will love it. Those of a more claustrophobic nature might be a little less enthusiastic although I’m honestly not a lover of confined spaces and I didn’t find it a problem because it’s just so much darned fun.
Mairi: Yep! If anyone spotted in an earlier review for The Lost Passenger, you’ll know the thing I love the most about Mission: Breakout is the environment. An old disused train station? SIGN… ME… UP! It makes it the perfect location for an escape room like The Lost Passenger about descending into the bowels of an old train station in search of a missing person (and finding ghosts instead). But this new room, Underground 2099, has a completely different theme. It’s sci-fi with a little dash of time travel in it. But this isn’t your “mom and pop” time travel escape room, as the future that awaited us was dystopian and depressing. In other words, the dark vaulted caverns of the train station made it a perfect place to travel to.
Karen: Mission: Breakout’s other games definitely trade in on the historic setting – Lost Passenger tells the spooky story of a missing commuter doomed to wander the tunnels forever, while Codebreakers recalls the station’s use as an air raid shelter during World War 2. Underground 2099 heads in totally the other direction. To the future. A future in which a nuclear winter has devastated most of the world and a time-travelling scientist needs help to stop a race of irradiated mega-sized mutant rats overrunning London through the tube network. Imagine a nightmare version of ‘Mrs Frisby and the Rats of Nimh’. It’s like that. But with puzzles.
Photo (c) Mission: Breakout
Karen: Once the team have been kitted out with energy back packs which are needed to trigger the start of the game (no spoiler – your GM tells you this right from the start), it’s off to your time-travelling shuttle where, ensconced under what is obviously one of those 1960s old fashioned hair dryer hoods, your puzzling begins. From the start the game is fairly linear with the team passing from one game space to another as puzzle solutions open doors, but in most cases there are enough elements to figure out that the team can split up to work on different puzzles simultaneously. I say in most cases because there were a couple of points where a team member or two was left spinning their wheels while others worked on the main puzzle. As a team of four that didn’t happen often enough to be a major annoyance, but a bigger group, especially of enthusiasts, might find it more of an issue.
Karen: Mission: Breakout’s use of the limited space amidst the existing tube station infrastructure is impressive. This game takes place mostly in the old elevator shafts, with satisfyingly curvy walls, and although there are a couple of pinch points where a bigger team might find it a bit of a squeeze (or an opportunity to get to know each other better) for an underground bunker it’s surprisingly roomy and Mission:Breakout have even managed to build in some larger scale physical puzzling.
Mairi:I agree, in terms of space, Underground 2099 felt simultaneously a huge escape room and sometimes a very cramped space. This is due to the limitations of the physical space – taking place in the old engineering tunnels and lift shaft, the designers are limited by the physical space. But by contrast, there are a LOT of rooms to discover in this escape room. I counted at least 8 distinct and unique spaces in this whole experience. In some of those, we split up, but most of the time we were all together and with so much stuff to do we almost ran out of time!
Karen: Just as Mission Breakout blends old and new, history and future, into the themes of their games, they manage the same blend with their actual puzzles. While some feature nicely modern tech which will satisfy the gamers and the lovers of little shiny lights (or is that just me?), others offer more old school, practical, hand built puzzles, including one particularly tactile game that I had never seen before and found particularly joyful to complete.
Mairi: Post-game, we all remarked as a team that there were several puzzles in this escape room that we’d never seen before. Between us, we’ve probably played in the region of 400 escape rooms, so that’s no small praise to say we encountered very unique puzzles. Otherwise the types of things players can expect to encounter include plenty of physical puzzles – be prepared to put your hand inside holes, pull levers, reattach mechanical equipment and operate big machinery.
Karen: The varied puzzles offer tests of dexterity, memory, communication, teamwork (and miming ability!) with a few little jumps and a bit of theatricality thrown in for good measure. The basic narrative, that you need to stop the mutant rats’ leader, King Rat, before he overruns London is simple enough to keep in mind throughout play and builds to a satisfyingly comic climax.
Mairi: The puzzles may have been slightly easier if not for an absolutely terrifying rat king that kept popping up when I least expected it. In escape rooms, I like to dawdle. This means I frequently found myself the last to leave a room, only to turn around to find a giant rat monster lurking out of the corner of my eye. Cue screaming. I assume if you don’t like scary rooms you could ask the hosts to tone any jump scares down. But honestly? I loved the host-I mean, the king rat interaction.
Mairi: Speaking of our host – a note on our games master Georgina, who was absolutely fantastic by the way. From the first briefing to the last, she ran our room brilliantly. I always love it when a games master really cares about you and your team, and Georgina was super knowledgeable about the room, our team, and the specific ways we solved each puzzle (even if some of them were slightly bizarre, haha!). It’s only my second time at the site, but I just got such a really nice feel from all the people from all the people at the venue both times.
Mairi: Mission: Breakout is very quickly going down in my personal hall of fame of “escape rooms you must visit if you’re in London” and Underground 2099 is another fantastically quirky and fun adventure in their catalogue. It’s well worth checking out for the physical location alone. At the risk of sounding like The Escape Roomer resident train enthusiast (a moniker I’ll wear proudly), I love the architecture and heck, there aren’t many places in London you can go and experience a period building so beautifully integrated into an escape room. If the company’s earlier rooms erred on the side of ‘slightly too easy for enthusiasts’, I’d implore those same enthusiasts to come back and try Underground 2099. The designers have levelled up the difficulty comfortably and players will get well over an hour’s worth of challenging puzzles and creative brilliance. Whats more, the team themselves are a thoroughly wonderful bunch of people, so make sure you set aside extra time to have a chat with your Games Master in the briefing room afterwards.
Karen: I’m totally with Mairi on this one. If I’m honest my previous experience with Mission: Breakout’s ‘Lost Passenger’ game wasn’t as positive as Mairi’s had been. It was just one of those games that left me frustrated. So I went into Underground 2099 with lower expectations. But boy were those expectations exceeded. It was such fun from start to finish. Venue, theming, puzzle build, puzzle quantity and complexity, GM engagement were all right on the money. Definitely a fab addition to London’s ‘must play’ games. Wonder if they can squeeze in one more game down there?
Post-Script: As with many rooms it is likely this one will be tweaked further before the creators settle on the perfect flow that’ll suit every team. Whilst we had a fantastic time, it’s possible the experience may change slightly. For a comparison, please do check out GATAPAE’s review here. who played a week after we did.
Rating: Just….wow! Completion Time: 53 minutes Date Played: 13th March 2022 Party Size: 4 Recommended For: People of all abilities who want to have a brilliantly satisfying hour of fun!
New building, who dis?
At Escaping the Closet we have been fond fans of Escape Quest Macclesfield for a long time, and having completed all of the rooms they had to offer pre-pandemic, we were so excited to hear that they had new stuff in store for 2021, as we weren’t sure what could top what we had already played! They reopened in October 2021 with their shiny new building and their shiny new unique concept- The Chapelgate Mysteries; a series of games set across different periods of time but all taking place in the Chapelgate district. We were delighted with this idea and so excited to finally be able to plan a return to Escape Quest. The first of the Chapelgate Mysteries quests to open is Mr Copplestone’s Curiosity Shoppe, a familiar name as we had already played this game at their previous premises…. However, FEAR NOT, as although the OG Curiosity Shoppe was brilliant, the new, improved version was 99% new. Trust us when we say, it does NOT matter if you have played the previous version of the game, you will be sure to have to use your head (all the while being WOWED) throughout the game!
It’s bigger on the inside!
Upon arriving at Escape Quest, Elaine (side note, the friendliest GM ever) advised us of our mission. Turns out Mr Copplestone was a bit of a genius and actually managed to invent time travel. Unfortunately, in the present day, he’s down to his last Time Echo Crystal (‘what’s one of those?’ I hear you say. They’re what power the time machine, of course, what else?!), but there are Time Echo Crystals a-plenty back in his shop in1873. But, time travel being one of those risky businesses, with the portal only holding itself open for an hour, we were charged with being the ones to head back there and try to gather as many of the Time Echo Crystals as poss. Easy, right?! Well, not when you aren’t sure just how many of them forgetful Mr Copplestone has left behind! Well, at least 8 are required to successfully make it back to present day, so that is the minimum goal, but there could be MANY MANY MORE (spoiler, there are MANY)!
Of course, us being very much up to the challenge, we hopped into the time machine, listened carefully to Mr Copplestone’s advice and jet-set ourselves all the way back from 2022 to 1873 (tbf it was a welcome change to leave 2022). And then there we were on Chapel Street and our jaws literally hit the floor because we LITERALLY were on Chapel Street, home to taverns, pharmacies and of course the target location, Mr Copplestone’s Curiosity Shoppe. We spent time peering in the shop windows (until we managed to get ourselves in at least), reading the signs and posters displayed on the street and searching high and low for those pesky Time Echo Crystals! There was so much to take in and oh so much to do, we felt like we were in a literal escape roomer’s heaven! The space is vast and yet there is such close attention to detail- everything is there for a reason whether that is for a puzzle itself, or the immersion of the quest, we were astounded by the thought that has gone into every inch of it!
Teamwork makes the dream work
It seems we managed to bring the dream team along, with Tasha and Lucy as honorary Escaping the Closet members, as we fell straight into a rhythm of exploring Chapel Street and solving the mysteries it contained. Of course, with so much space to explore and so many potential Time Echo Crystals to find, this is as you would expect, a non-linear game. We split up to make our way around, often switching up the pairings for a fresh set of eyes on a puzzle.
The room integrates the time machine (dutifully holding open the portal for us) with Chapel Street brilliantly, and we did many a dash between a Victorian era shop and the time machine for important Time Echo Crystal related business. We enjoyed this and felt it really added to the fun of the game as it gave a real sense of urgency and accomplishment as we made progress on our mission.
The puzzles are cleverly put together, and solving each one was satisfying. Every time, the solution just made sense (and the importance of that in escape rooms cannot be understated- there’s nothing worse than still not quite getting it, even after you’ve managed to solve something) However, on the contrary, there’s nothing more satisfying than that A-HA moment when you finally work a solution out as all of the parts fall into place, and that happened so. many. times. in Mr Copplestone’s! Multi-layered puzzles, where you have *that* additional step to reach the solution when you find the first attempt was good but not right, observational puzzles, logical puzzles, code-based puzzles, riddles…. the list goes on. And on. AND ON! There really is something for everyone in there, and that meant we as a team often circled round a puzzle, each taking a turn at looking at it and piecing our different perspectives together until… that magic CLICK when the penny dropped and we got it.
As we mentioned, the puzzles make sense, and we had no trouble working out which clues we should be using together for the most part. But if clues are needed, a brilliant AI based inside the time machine is always on hand to give a nudge in the right direction.
Something for everyone
As well as having lots of different types of puzzles, Escape Quest have done something brilliant with the mission in Mr Copplestone’s Curiosity Shoppe, as it has been created as a game which is truly for all abilities. We kind of alluded to this earlier when mentioning that the minimum requirement to successfully complete the game is to retrieve 8 Time Echo Crystals. However, if you’ve managed this and have time to spare, you can collect as many of the crystals as you can (allowing for more trips through time, and who doesn’t want that?!). We understand that the average team will collect a number of crystals somewhere in the teens, but this offers the opportunity for success for the more inexperienced teams, families with young children and party groups, while seasoned experts can challenge themselves to try and find all the possible Time Echo Crystals.
Now, it’s actually classified how many Time Echo Crystals there actually are back in 1873, but we were determined to try our best to find them all, and we impressed ourselves (and Elaine and Mike) by managing to get ALL [CLASSIFIED] Time Echo Crystals with time to spare- for once searching was not our downfall!! Apparently only a few teams have managed to find all of the Time Echo Crystals, and even fewer with so much time left- apparently we came very close to Team Squared (the UK’s RedBull escape room team), so we were very pleased with our effort!
Escaping the Closet being extremely proud of their success with finding the Time Echo Crystals
Elaine and Mike have outdone themselves with their first quest in the Chapelgate Mysteries and we are already so excited for what’s in store in the next chapter (which we believe is travelling to an early C20th Chapel Street, although what mission awaits us there we are not so sure…). It’s safe to say we will be booking back in for the next mission as soon as it is available!
Mike and Elaine have thought about absolutely EVERYTHING in the room, and the attention to detail is impressive. The immersion has been created to the finest level, and we are still so amazed that they have created a full street and can’t wait to visit it through time! To top it all off, they are the most lovely, welcoming hosts, and you can absolutely see their passion and love of what they do in every aspect! We are very much looking forward to returning to visit them again.
The puzzles are brilliant and varied; the space is visually stunning; we had one of the most fun escape experiences we have ever had with this room; Mike and Elaine have created a super original; innovative concept with this room; the game is exceptionally immersive and we can’t think of another room quite like it! As they are outstanding in every category for which we award, we have decided to award Mr Copplestone’s Curiosity Shoppe a Badge of Honour, our highest award, which we think is incredibly well deserved for the hard work and love Mike and Elaine put into their rooms.
Mission Breakout: The Lost Passenger Review | Based on the true story of the lost passenger in South Kentish Town tube station in 1924. In 1924, soon after South Kentish Town was closed down, a train stopped at the station by mistake, and a man absentmindedly alighted. The train departed, and Mr Brackett disappeared in the darkness. No one knows if he ever escaped. Are you brave enough to step down into the Ghost tube station and investigate the paranormal activity?
Date Played: 27th March 2022 Number of Players: 2 Time Taken: 47 Minutes Difficulty: Easy
My personal escape room Kryptonite that I absolutely melt with joy when I experience in a room is authentic theming and props. An escape room themed around the building it’s set in? Tick! Original equipment and props from the era and time? Double tick! Being allowed to press buttons and pull levers from old timey 1920s railway train control rooms that by all right should probably be in a museum behind a glass window? Triple tick. YES! PRESS ALL THE BUTTONS!
Mission: Breakout is located in South Kentish Town Station. It’s in the classic tiled redbrick style of many stations around London, but unfortunately was closed down in 1924 due to low passenger numbers. The building sat there for a very long time gathering dusts… And ghosts!
…And he was never seen again!
We booked in to play The Lost Passenger at Mission: Breakout after a very, very long lockdown. My family are long-time fans of urban, abandoned building exploration. Our idea of a fun weekend out is putting on hard hats and descending into the old abandoned railway stations of London (on guided tours of course, we’re not breaking any laws here!). So one Christmas I knew just the gift to get them – a voucher for us all to play this escape room, set in the old disused train station in Kentish Town.
Unfortunately, that Christmas was Christmas 2020 and it took us almost 2 years until we were actually able to redeem the voucher. Even then, the day before we were all due to play, half our party tested positive with covid. After deliberating, the remaining 2 decided to go ahead with the booking – we lost the other two places on the booking but it was still worth it, if we didn’t play now, we may never have gone!
In The Lost Passenger, you descend into the depths of the station in search of a passenger who alighted from the train when it mistakenly pulled up at the abandoned station. Based on a true story, this passenger seemingly stepped off the train, walked into the darkness of the station and vanished into thin air and was never seen again.
The Lost Passenger. Photo (c) Mission: Breakout
Mind the Gap
Arriving at Mission: Breakout was exciting. It quite literally, is inside an old train station. I’m not sure what I’d expected, but we couldn’t contain our smiles at the details,
“Wow look this bench is an original Great Western Railway bench OMG!”
“Look at the tiling here, it’s from the 1910s!”
Our GM who came to greet us in amongst our cries of exclamation was Elza, who explained that it was of the very first escape rooms she’d run. She did a fantastic job – and even managed to tease us with a few jump scares during the game too. She led us down several corridors through the dim lights and past curious features of the abandoned railway station, until we arrived at the escape room. From here, we were shown into the lift that was to take us into the bowels of the train station from whence we may never return.
So, a full disclaimer, this room can be scary, but it doesn’t have to be. We didn’t know it going in but apparently you can ask for a certain level of scariness and the host can dial it up or tone it down accordingly. Since we didn’t ask, I imagine we got an ‘average’ level of scariness. I scream easily, and my screams probably terrified my co-escaper more than the original jump scares did, but it was all light hearted fun. The kind of ‘doors closing behind you’ and ‘what’s that lurking in the shadow’ scares. No live actors, but a general level of creepiness for sure. If in doubt, just ask them to tone it down and I’m sure they will!
Can you read a train map?
In terms of difficulty, The Lost Passenger is definitely on the easier side. This makes it a good room for smaller groups, kids, or people who are mostly there because they love abandoned train stations. For once, I am in the last group. Although, despite it being ‘easier’, it’s still a vastly big escape room space with no fewer than 6 separate rooms, and many of those containing stairs and cool passageways. So it certainly won’t be a quick room to escape from.
One thing to flag (and it’s important to mention for accessibility reasons), is that some parts of this escape room are in the dark. Very, very dark. Almost pitch black. These rooms involve puzzles where you have to feel around for things and then try to solve them in the dark. In the escape room industry as a whole, there’s a little bugbear among enthusiasts about ‘darkness’ being a puzzle in itself. I can see why it (has to) work in this room, and it fits well with the environment – why wouldn’t you be crawling in the dark?
There are also several moments where players must crawl around on all fours in cramped spaces. Again, this is likely just the way that the original site was built, a lot of the rooms in this are workers shafts and tunnels leading between control rooms – but it’s another consideration.
In terms of puzzles beyond “dark and small spaces”, players can expect to encounter plenty of searching and finding, some jigsaws, finding objects to use in other places, and a few very fun cerebral puzzles involving operating the heavy machinery. Largely, the room is less about using your brain and more about pushing and pulling things. It’s a very physical room, and there’s more than a little trial and error to get particular puzzles working, but we liked it. My favourite thing about this escape room was that it really does use all the original equipment, and there’s something very exciting about pushing buttons and pulling levers on machines from the 1920s to make escape room puzzles work.
The Lost Passenger was a really fun room and well worth the long wait in lockdown. It won’t challenge enthusiasts, but that’s okay – I think the real reason to book and play this is to experience an exciting an adventure in such an impressive physical location. We loved that it was based on a true story, but what we loved the most was the setting, the theme, the creaky equipment, and the general ghostly vibes as we scrambled around the depths of an abandoned station looking for puzzles to solve. Furthermore, Elza did a great job as our host and made us feel really welcome (and more than a little bit scared).
The Lost Passenger can be booked at Mission: Breakout in London by heading to their website here.
Danger in the Deep Review | Using all your secret agent training, you need to navigate your way through the deserted sub, crack the shutdown code, disable the warheads, and locate the enemy agent. All in two hours! There are 14 interactive and interlinked puzzles, and the detailed instructions, helpful hints and easy-to-follow game format ensure that both novices and experts are guaranteed an immersive, high octane experience. Let the countdown begin!
Completion Time: 1.5 hours Date Played: 24th February 2022 Party Size: 4 Difficulty: Medium
From the moment the postman knocked on my front door and handed me Professor Puzzle’s newest game “Danger in the Deep”, I knew this was going to be something quite special. A great quality box covered in bright poppy colours and themed around one of my favourite ‘settings’ for an escape game: the submarine!
For this reason, it took me a little longer than usual to get round to playing it. Since the box was explicitly one-use I wanted to make sure and gather the A-Team over an evening, pour us some ice cold, suitably submarine themed cocktails, and tackle the adventure together. Danger in the Deep was well-worth the wait and an exciting mid-week excursion for us all onto the Retiarius: A submarine primed and armed to the teeth with nuclear warheads. No pressure, hey!
About Danger in the Deep, the Escape Room Game
The year is 19?? and as the country’s most successful secret agent, you’ve finally tracked down your arch nemesis: Agent Proteus onboard the nuclear submarine Retiarius. But, as your initial mission briefing indicates, it’s a trap and the submarine is being remotely piloted by Proteus. Oops. Your mission is two-fold:
Disarm the nuclear warheads
Escape the submarine!
Track down where Proteus is really hiding
If that sounds like a lot… Well, it is! But you do have up to 120 minutes to complete all your objectives. Though (don’t tell anyone) you’re not actually on a timer, so if you take much longer than this then no stress. But in any case it’s a great rule of thumb to set aside at least 2 hours in your game night and have plenty of snacks handy. Once you’re trapped in the Retiarius, there’s no going back!
Fun Fact: A Retiarius literally translates to “net man” (wow, my Latin classes finally came in use) and refers to gladiators who carry the three-pronged trident.
Danger in the Deep is played in a pretty unique way. At first, I was a little overwhelmed There is a lot in the box for sure! But once you’ve read through the simple, one page explainer it makes a lot of sense. Your box contains:
A “How to Play” Guide
A “Training Manual” for the Engineering Deck, the Living Quarters and the Control Room
Blueprints for the whole ship
A deck of cards
A UV Torch
A field radio
A mysterious “do not open until instructed” envelope
You begin the game by drawing a specific card from a deck of cards, the other side of which sets up your first puzzle. From here you move seamlessly between all of the other materials in the box – from the booklets, to the blueprints, to the other objects as instructed in search of the answer. Once you have your answer you’re looking for the corresponding symbol. You then find this symbol on the answers page, scratch off the foil underneath, an the game tells you which card to draw next.
The story unfolds fairly linearly. You begin in a specific area of the submarine and move to the next sequentially as you follow along via the blueprints. It felt pretty immersive to enter each new area and have a peek into the lives of the employees who worked on the submarine through a series of photographs of the spaces, notice boards, lockers and floor plans. All the while we were grounded with a sense of where we were in the ship and what our immediate objective was. I loved that the game was guided by the cards but otherwise you had a wealth of information to pour over (and spread out within your group) to contend with. We never once felt lost or confused.
Solving the Submarine
In terms of puzzles, this is where Danger in the Deep really shone! We’ve put this at the “medium” difficulty level as some of the puzzles really clicked right away, others had us scratching our heads for ages – then eventually looking at the clues, and others were a real “aha! That’s awesome!” moment once we finally got them right.
Difficulty aside, what Professor Puzzle does really well is create high quality and incredibly tactile puzzles. By that, I mean despite beginning with a lot of paper, the actions you make and the things you construct with the paper are so utterly delightful at every turn, it’s hard not to smile the whole game through.
There was a huge range in ‘styles’ of puzzle too, meaning quite literally: there’s something for everyone. Off the top of my head we encountered several different types of ciphers, some really fun logical deduction puzzles, plenty of searching-and-finding, some maths, some folding, some map reading, and so on. Every time one of us picked up a new object from the game box and started leafing through it our minds raced at the puzzling possibilities. Little details we’d spotted in the first 10 minutes suddenly came into play an hour later, and we found ourselves returning to different parts of the submarine armed with new tools and knowledge.
My favourite puzzle in the game came towards the ending of the game. No spoilers here, but we finally got to use a fun item that had been staring me in the face for the whole experience. It had a healthy balance of “roleplay”, forcing you to do an action to solve a puzzle which felt like you were really there in the game, and finally tied up those last unanswered questions in a satisfying way.
Is Danger in the Deep Replayable?
Well, technically no. But I just know this is going to be a “regularly asked question”, so I’ll be super upfront and share my thoughts. For starters, it’s an escape room game so once you’ve solved everything once, you already know the answers! So there’s no fun in playing again, unless you have a really short-term memory!
Secondly, Danger in the Deep requires you to cut things up and semi-destroy other things. Similarly, in order to reveal answers, you’ll need to scratch off little metal panels which cannot be, well, un-scratched.
Is it possible to play without doing these two things? Maybe. Should you? Probably not! To get the best experience, just do what the game tells you to and try not to worry about it. But if you’re dead set on preserving Danger in the Deep (I get it, it’s a beautiful game and I’d love to keep mine too!), then it is possible to photocopy those destructible elements. I’m personally a very careful escape game player and it breaks my heart to destroy anything, so I managed to solve all the destructible parts without cutting up a single thing. The creators don’t recommend it, and in hindsight, neither do I.
I absolutely loved Danger in the Deep! No, seriously, it may just be one of my game highlights of the year so far. It’s got 5 stars almost across the board from me, and I’ve also decided to award it the special “Puzzle Prize” badge for having some seriously cool puzzles in there I’ve never seen before but were brilliant fun to play.
Professor Puzzle’s Danger in the Deep can be purchased on Amazon. Head to this link for Amazon UK.
Oxenfree Review | Oxenfree is a supernatural thriller about a group of friends who unwittingly open a ghostly rift. Play as Alex, a bright, rebellious teenager who brings her new stepbrother Jonas to an overnight party on an old military island. The night takes a terrifying turn when you unwittingly open a ghostly gate spawned from the island’s cryptic past. How you deal with these events, your peers, and the ominous creatures you’ve unleashed is up to you. YOU determine every aspect of Alex’s story while exploring Edwards Island, uncovering the base’s dark past, and changing the course of your friends’ lives.
Developer: Night School Studio Date Played: December 2021 Console: Nintendo Switch Number of Players: 1 Time Taken: 4 hours
I’m so glad I managed to squeeze in one last video game in 2021, and I’m especially glad it was this one. Because Oxenfree has swooped in at the very last minute and takes the title of being my favourite game played in this entire year. No joke! After originally launching in 2016, it’s one of those games that has been on my wishlist for years. With the Christmas break comes more time off to finally work through my ‘to-play’ pile, and all I can do now is regret that it took me 5 whole years to pick it up!
But, it seems like I’ve played it just in the nick of time – for Oxenfree II – Lost Signals is due to release some time in 2022. If you’ve ever wanted to play Oxenfree but needed a sign, this is your sign.
“Alle alle auch sind frei”
Contrary to popular belief, Oxenfree is not about Oxen. You’ll free exactly zero Ox in this short, supernatural thriller. The phrase actually comes from a German nursery rhyme, “alle alle auch sind frei” or “olly olly oxen free” here in the UK which loosely means “all are free” in both translations.
This sets the scene for the game which is mixed up in supernatural horror of submarine vessels, abandoned military outposts and lots and lots of lost radio wave signals. You play a group of late-teen high schoolers sneaking off to the abandoned Edwards Island, an old military outpost with no phone signal for an annual party.
With phrases like “supernatural thriller”, “terrifying turn” and “ghostly rift” packed into the game’s description, it’s fair to guess that the evening goes horribly, horribly wrong. The main character Alex quickly uncovers a sift in the space time continuum and lets through malevolent voices of the dead (or undead) leak into the radio waves. The five friends must work together, solve puzzles, and escape the island before dawn, but nobody will return quite the same person they left.
What I wasn’t expecting was just how scary Oxenfree actually is. It’s not your classic ‘jump in your seat’ horror game, but the kind of slow paced but horrific ghost story of Victorian parlour novels. It chills to the bone.
Unlock Doors… With Radio Waves?
One of the cool things about playing Oxenfree from an escape room enthusiast point of view, is how we approach the puzzles. The first thing of note was the method of unlocking the numerous locked doors across Edward Island. That is, by radio.
At the start of the game you’re told by one of the other characters that mobile phones don’t work so everything runs off the radio. As such, you’re given a handheld radio that can receive information. Pretty handy, given there are information boards around the island that can be listened to if only you tune into the right frequency. The radio also picks up all sorts of random chatter, distant waves from the mainland, and snippets of conversation that don’t mean much.
Around halfway through the game you discover a very unique use of your handheld radio – opening doors. It seems as if many locks on the island can be triggered by simply turning to the correct frequency. It’s not a puzzle I’ve ever seen before, but it worked so well in Oxenfree. Your handheld radio becomes not only your only lifeline to your friends and the outside work, but also your skeleton key.
But that’s not all, as a player you’ll also need to navigate through time loops, explore a vast map, recall information scattered to the wind, and of course solve the mystery. There’s a huge mystery at the centre of Oxenfree and whilst there’s no real way to “win” the game, you can certainly lose if you end the game and haven’t fully made sense of what just happened.
Like Ships that Pass in the Night
Like the famous phrase “like ships that pass in the night”, your slow meandering through the world of Oxenfree feels like a ship on the ocean. Your radio is your beacon light, but more often than not lures you into the rocks to crash and die than serves as your saviour.
To give too much detail would spoil the story, but it’s important to reiterate that if you race (or should I say pace quickly) through the game at the minimum (4-5 hours) you won’t get to see the real ending. On my first play through I did exactly that. Followed by lots of Googling questions. I then played Oxenfree a second time, and noticed a lot more and took more time in each location to explore the details. There were questions I hadn’t known I needed to ask, and alternate endings that changed the meaning of the game entirely.
If I had one piece of criticism of the game it would be the pace. Your character walks very slowly. After spending 10 minutes walking to the top of a hill, the characters would have a short conversation and I’d have to turn right back around again for the long walk back. But on the other side, the pacing works so well for a narrative driven game like this. Each dialogue choice you make and each path you take in the game to get from A to B has consequences. As the clock slowly creeps from midnight towards dawn, there’s a sense of timelessness as if the night will last forever.
Oxenfree is an incredibly powerful game and an example of fantastic storytelling in video games. From the gorgeous, moody artwork, to the eerie music that you can’t quite get out of your head even once you’ve put your console to sleep. It’s a supernatural mystery game that will stick with me for a long time.
Hourglass Escapes NOVA Review | Greetings, crew. Our mission is in great danger. An asteroid storm has disabled our ship–but worse, it damaged the automated drop ship that was delivering the Nova seed. The Nova Seed is needed to terraform Khepri 5, the future home planet of what’s left of humanity! Work together to restore power to your vessel, find the crashed Nova drop ship, and deliver the seed!
Completion Time: 22 minutes Date Played: 10th February 2022 Party Size: 4 Difficulty: Easy
Hourglass Escapes across the pond in Seattle is one of those companies I will literally never stop recommending. From their consistently high quality digital games, to how much fun we have with our host (usually the owner Seth) each time. Their Evil Dead 2 room was easily one of our highlights of 2021!
So whenever we hear that Hourglass Escape is releasing a new game, you bet we’re first in the virtual queue!
This month the Hourglass Escapes team announced a new ‘play any time’ sci-fi game game: NOVA. In a similar vein to The Navigators and the Call From Beyond, up to 6 players all log on and are immediately transported across the farthest reaches of the galaxy. Our mission, simple! We’re here to rescue the legendary Nova Seed needed to terraform humanity’s new planet. So err, no pressure!
Let’s go where no man has gone before…
Disclaimer, I am a huge sci-fi fan. There’s a reason my username is mairispaceship (that reason being that at the age of 7 I accidentally legally gave myself the middle name “spaceship” but that’s a story for another time). But for this sci-fi loving reason, I’m a big fan of the story of NOVA. It’s probably my favourite thing about the game.
Not a lot of details are given. All we really know is that it’s set in the far future on a spaceship that’s in peril. Cut to sweeping views of your shuttle ship which looks like a cross between The Expanse and Star Trek, and it well and truly affirms your place in the great unknown universe.
Impressive Production Value
I don’t know why on Earth I’m surprised given their track record, but let me just say it again: NOVA had an incredible production value! It was almost like they’d built an entire spaceship from scratch complete with many rooms, hidden passages, and beautiful sweeping views of the cosmos. Walking around- or rather, pointing and clicking in the handy Telescape platform– felt much more like we were playing a multiplayer video game than playing a simple, browser-based escape room.
As a video game designer for my day job – I appreciate that a lot! But it’s also great to see how much love and care the designers have put into the world building. Kudos!
On the topic of ‘Telescape’, the in-browser technology has improved since we last played another point-and-click at Hourglass Escapes. This time our video chat was inbuilt into the system (hooray! No more Facebook or WhatsApp calls in the background!). This ‘Jitsi’ plugin meant that we could see each other and hear each other from within the browser at all times.
One Small Step For Man…
In terms of puzzles, we found NOVA to be quite easy. According to the playtesting, most teams take around 60 minutes to complete, with enthusiast groups coming in around 40.
We took 22 minutes!
But I can explain – NOVA is a very non-linear, collaborative game. In each new area you reach there are a number of panels and screens dotted around, each with their own puzzle. With our team of 4 we immediately got into a rhythm of splitting up and solving in parallel. So whereas a room with 4 unique puzzles may easily take 20 minutes (5 minutes each or more), we all solved about one each and raced through each room in no time.
The flip side to that was that we didn’t all experience the same puzzles, which is a downside because the ones I did were a lot of fun and what can I say? I want more!
Each of the puzzles I did encounter all felt very mimetic in the sci-fi universe they’ve created. In short, exactly the kinds of things you would be expected to do on a space ship. Reading radio wave read outs, flicking switches and rewiring the hardware, analysing chemicals, and so on. Nothing challenged us for more than a minute or two and overall – the whole thing felt fun to solve! So no complaints on the difficulty here.
NOVA is another really solid game from Hourglass Escapes and one I’ll definitely be recommending. It’s probably not my favourite game from the company. No, that award goes to Rise of the Mad Pharaoh, but it’s still an all round fun experience with a lot of snazzy graphics and unique puzzles. Those puzzles probably won’t challenge a larger team, but for a beginner room it’s spot on, so definitely one to introduce to your Puggle (puzzle muggle) friends.
A Fisherman’s Tale Review | Playing as a tiny fisherman puppet, you live alone in your tiny cabin, oblivious to the world outside. When your radio broadcasts a storm alert, you have to climb the lighthouse to turn on the light! As you leave your cabin with the help of some uncanny sidekicks, you realize what’s waiting outside is not at all what you expected…
Developer: Innerspace VR Date Played: December 2021 Console: Oculus Number of Players: 1 Time Taken: 2 hours
In my day job, talking about VR comes up a lot. Big words like “the metaverse” are thrown around, but really what people want to know is what is VR and what kind of thing can you do with it. When these conversations come up, there’s one game I return to over and over again.
“If you want to see what VR can do, play the puzzle game A Fisherman’s Tale”
It’s a phrase I say a lot when talking about video games versus real life brick and mortar escape rooms, but Fisherman’s Tale is a fantastic example of something that simply would not be possible in any other medium. You shrink down and look up at a giant version of yourself in an infinite tessellation of wooden fishermen solving puzzles in synchronised movements. And let me tell you: It… Is… Wild!
Tiny Fisherman Lighthouse Inception
A Fisherman’s Tale is a classic escape room game. You’re quite literally, in a room. Your goal is quite simply to escape. Beyond this, the rest is purely details. But oh what delicious details they are!
The game begins with a lighthouse keeper who wakes up every day and does the same thing. He brushes his teeth, washes his face, and then he sits down at his desk and carves a tiny wooden version of himself and puts it in a tiny wooden version of the lighthouse. That tiny wooden lighthouse keeper wakes up, brushes his teeth, washes his face, and then he sits down at his desk and carves a tiny wooden version of himself.
It’s like Inception, but better.
The whole game’s mechanics from that moment onward centre around the central premise that whatever action you’re doing in your lighthouse, there is a tiny model in the middle of the lighthouse with a model fisherman doing the exact same thing. And, if you look outside your window, there is a giant model version of yourself performing the same actions.
The puzzles are therefore solved with some clever thinking outside of the box. If an object is too small, hand it to your tiny doppelganger, and your giant self will hand it to you. Need water? Flood your model and your own room will become flooded, and so on.
Reality is bended, and to be honest, so is my mind as I play.
Small Actions, Big Consequences
But what’s the hurry little fisherman? Well, there’s a ship stuck in the storm outside and if you don’t get your lighthouse lit in time it could crash into the waves. But what can you do as a tiny wooden lighthouse keeper? Well, you’ll find out just how powerful your small actions can be!
The puzzles in A Fisherman’s Tale were just delightful and the whole experience was made all the better for existing in virtual reality. You have the ability to walk around your space, open cupboards, unlock boxes, and hand things back and forth to the infinite versions of yourself. For the 4 hours you play, you forget it’s a game (until your hip bumps into the edge of a table in real life – OW!).
Like a lot of video games and unlike a lot of escape rooms, although the goal is to escape the puzzles are quite search-and-find. In VR this is a lot of fun and works well, but ultimately you’re rushing around and looking for the correct equipment to achieve your goal. Whether that be opening a can of tuna, building a boat, or reaching a high up shelf.
It Feels Like A Modern Fairy Tale
My favourite thing about A Fisherman’s Tale are the vibes. Or, in common English, the atmosphere and general feeling. There’s something about the game that is so indescribably magical and engrossing, like you’re the main character of your own whimsical fairy tale.
The whole game is a beautifully coloured cell-shaded experience. This is both to be comfortable in VR and to look ‘wooden’ – you are after all made of wood. Each level in the game is structured like a chapter – Chapter 1, the beginning and so on through to beginning, middle and end. Along the way you meet other characters and you even made friends with the gentle, French voice over narrator of the story.
Despite my gushing about the game, A Fisherman’s Tale has one major problem. A huge huge problem…
It’s not long enough.
At around 3, maybe 4 hours if you take your time, it’s over all too quickly. I could happily play this game for months and emerge with a scraggly beard down to my ankles having not encountered a real human being in a lifetime and still be beaming with happiness.
The company is rightfully named “Vertigo” and that’s a little of the feeling you get playing the game. Looking down upon a tiny version of yourself who is also looking down on an even tinier version of himself is a wild feeling. It’s like falling, but falling over and over into a world you very much want to be in.
Once the novelty of sticking your giant head through the roof of your own cabin wears off, what’s left is a beautiful and whimsical tale of a little fisherman in his lighthouse trying to save a bot stuck at sea. I cried, I laughed, and I regret it ending too soon.
Escape from the Golden Hinde Review | Escape From The Golden Hinde is an interactive adventure on a historic 16th century galleon in the centre of London! The Golden Hinde is a perfect reconstruction of the ship Sir Francis Drake sailed around the world in the 1570s. The reconstructed ship also sailed around the world in the 1970s. It is haunted by ghosts from both journeys. So, the ship holds an unhappy mix of spirits – like a dodgy Rum Mojito. (Which, legend has it, was invented by Drake.) You will be locked on the ship with these ghosts. You will have 60 minutes to escape. You’ll also learn some history. But don’t let that stop you.
Date Played: 11th February 2022 Time Taken: 40 minutes Number of Players: 5 Difficulty: Easy
Just a few days after we announced Georgie was joining The Escape Roomer, the two of us metaphorically “smashed the bottle against the boat”, by playing an escape room together… Quite literally on a boat! Not just any boat either, the iconic Golden Hinde in Central London, Sir Francis Drake’s original ship that has sailed around the world twice.
We were joined by Bianca, a new friend Jojo, and partner Keianwho was celebrating his 100th room! First, we met up at The Old Thameside Inn opposite for a drink (or two) to get our sea-legs in ship shape before heading onboard with a triumphant cry: “We pledge to save to captain!“
Team Scurvy Scallywags for the win!
Escape Room Versus Immersive Theatre
Mairi: Escape From the Golden Hinde isn’t an escape room exactly. Sure, it technically ticks the boxes (you’re in a room, you have to escape), but it’s actually a lot closer to immersive theatre. It has a certain mass-market appeal which means the puzzles aren’t overly challenging, and instead most of the enjoyment of playing this game comes from listening to the actors and putting your all into appreciating the historical setting and your pirate captains.
Sure, there were a few moments of “ooh how do we solve this?”, and without such a good team with me I’d probably have been quite stuck in a few places, but overall we whizzed through it in 40 minutes – record breaking speed!
Georgie: I think you hit the nail on the head for me there – I went in expecting an escape room, which it very much wasn’t, so had to temper my expectations pretty quickly! As a traditional escape room, I would say it was pretty underwhelming – the puzzles were very linear and easy. I think I personally solved one puzzle throughout the whole experience, and spent a lot of the time sat idly by watching other teammates complete the one or two puzzles in that area. However, I loved being on the ship and overall felt pretty immersed in it!
Addendum: Since writing this review, we’ve discovered that there are different difficulty levels of Escape From the Golden Hinde available to players. At full launch of this escape room later in the year, players will be able to choose!
Escape From Francis Drake’s Original Galleon
Mairi: Escape From the Golden Hinde uses the entire ship, which was very cool indeed. There are at least 4 unique spaces in this ship and the whole thing feels very ‘spacious’. Before heading in I was aware that they could take up to 3 teams at a time, but unsure of the specifics of how this works. Now I can confidently say that this would be achieved by staggering the start times. First team goes in, then 15 minutes later when that team is out of the first room, the second team goes in and so on to a maximum of three teams on the boat at any one time.
We were a very fast team and there was nobody else playing at the same time as us, so it’s hard to say how well this works at peak times. But the games masters *cough* I mean ghosts and pirates were fantastically savvy, I daresay they’re able to speed up or slow down a team as needed in each space to keep the pacing correct.
Georgie: I’m not sure I’d agree about ‘spacious’! I’d say the hard-hats we were given were definitely necessary – I’m only 5ft3 and felt pretty uncomfortable throughout most of the game – if you’re on the taller side I would definitely advise you to be prepared! I think it’s smart on their side to take the staggered approach, as in theory you should be able to gain more business that way, and each section was pretty easy to get through.
I worry about what might happen with, say, a novice group directly in front of an experienced group. How would they slow down that group without them feeling frustrated or bored? Or how would they speed up the others without them feeling spoon-fed or robbed? I suppose the rooms were pretty simple so there may not be much chance of that, but it’s definitely a thought.
Mairi: In terms of the story and using such an awe-inspiring historical ship, whilst I’m usually terrible at paying attention to the plot (“Hey does anyone remember what we’re meant to be doing?”) I did love that I left the ship feeling like I learned something new by the end! I’ve got a new found interest in the history of the Golden Hinde that two previous visits to the Golden Hinde museum hadn’t taught me. Escape rooms are educational!
Georgie: This is where I think they may be taking on too much at once. I love history – I’m a big history nerd so I was expecting to eat this up – but I actually felt like I didn’t learn much about the ship or got that sense of awe I was hoping for! I remember in the pub (the Old Thameside Inn opposite) afterwards I was confused about what was fact vs fiction, and I think parts of the story definitely passed me by.
I think perhaps it might have been nice to just have a little bit of a story ahead of each section, so it was more as though you were then experiencing a re-enactment of that. Instead, I didn’t really follow the thread of the overall story (if there was one) and the different sections felt quite disjointed – ultimately we just found the puzzles, solved them and moved on.
Meet Gooselegs & Jack(ie)
Mairi: My favourite thing about Escape From the Golden Hinde was the actor interaction. From the moment we first stepped onto the ship and were greeted by two very enthusiastic pirates, I knew we were in for a treat. But this interaction turned out to only be the beginning, for we were greeted by a further four unique actors during the course of the game. This cast of characters included historical figures, and sailors on the lash dancing around a disco room. It was nothing if not very fun!
Georgie: Yes, the actors were my favourite part too! The two crewmates who greeted us (Jack(ie) and Gooselegs) were absolutely superb. I was immediately drawn into the experience and having a good time. They had such a natural flow about them and were so witty and quick to interact with each other I could’ve watched a how show just with them! The other actors were pretty good too – nicely in character and friendly, but I felt we didn’t get as much time with them or build that rapport. I think this was really noticable when at one point we’d met a character, then another, and then suddenly asked to make a decision with not much to go on from either the story or our interactions!
Dubloons and Pieces of Eight (AKA The Price!)
Mairi: In terms of price, there’s no beating about the bush. Escape From the Golden Hinde is really, really expensive. At £43~ a ticket at peak times, it’s easily one of the most expensive escape rooms in London, if not the United Kingdom. It’s a conversation that comes up frequently within The Escape Roomer team – how do we measure value? What is a good price for an escape room? Personally I (Mairi) don’t think that any single escape room (at 60 minutes in length) should be priced at over £35 per person. A few exceptions here and there for ultra immersive, or extra long rooms. But that said, I can see how this price is justified in Escape From the Golden Hinde.
For starters, there are a number of live actors whose salaries must be paid. For seconds, you do get a cheeky drink (a small one, mind!) in the middle of this game included, which was a fun touch. It’s also an incredibly iconic location that most people wouldn’t normally be able to visit. When you play an escape room in a special location, I’ll admit that does come at a premium price (for example my previous “woah this is really expensive but cool and historical” at the Jersey Wars Tunnels for £150 for any sized team).
Was the Golden Hinde worth it? Maybe, kinda… Yes. We personally had a fantastic time and I like to say that if I had a great time then of course it’s worth it, right? But it’s hard to say if we could have physically afforded to pay full price, which for 5 players at £43 each would be £215. But if you can afford it, then by all means it’s well worth it for the unique-ness factor!
Georgie: I’d agree – we had a great time, but it did leave me itching for a ‘real’ escape room, and if we’d paid full price I would be feeling very short changed! Even if I switch to viewing it more as an experience, I would’ve wanted longer on the ship and more education/story aspects. I think this might be worth it if you want the experience of being on board the Golden Hinde, but if you’re looking for an escape room there are better rooms in London for a lower price.
However, I would gladly pay that premium price if I could just spend the whole hour watching Gooselegs and Jackie – they’re the real stars here for me!
A Note on Accessibility
Georgie: A quick note on accessibility from me – this is a historical ship, so unsurprisingly it wasn’t very accessible! There were lots of stairs, cramped spaces for the majority of it, dim lighting and loud sounds/puzzles requiring some hearing. If you’ve played “Secret Studio” you may be worried about jump scares, but let me assure you that there are no “scares” here!
Escape from the Golden Hinde is at an incredibly unique location in the heart of London and it’s quite unlike anything else we’ve played! Part escape room, part immersive theatre, there’s a lot of love gone into this room and it shows. In particular, we really enjoyed interacting with our hosts, Jack(ie) and Gooselegs, as well as the cast of fun characters we met along our adventure. At present, the high price point may be a barrier to play, and enthusiasts will probably not be challenged by the puzzles. But it’s still a delightful pirate-themed romp around one of the most iconic seafaring vessels in British history, and that’s pretty special!
Just like those explorers who claim to visit the furthest reaches and climb the highest mountains simply “because they are there”, I think playing this escape room should be done because it’s there. Escape from the Golden Hinde is an escape room that will not be around forever, and if you’ve ever wanted to don a funky hat on, talk in pirate-speak, and get very hands-on with an awesome piece of history, then now is your time.
It may not be our favourite escape room in London, but I’m really glad we did it and we had a great time. Decades in the future I’ll be walking around London with my grandkids and be like “I was once a pirate on that ship” and I’ll describe how I ran around the deck and hooked ropes, solved puzzles, hoisted the sails, and drank grog beneath a disco ball… And my offspring will be like “sure grandma lets get you home“. But I’ll have those fun memories!
The Cari Mysteries: Grandfather’s Fortune | Review | A young family comes to the Netherlands from the Dutch East Indies in the 1950s. One day, one of the grandchildren receives her grandmother’s diary. For years, the story has been going around that Grandpa brought a fortune back from the Indies and that Grandma’s diary was supposed to be the treasure map. The diary is incomplete. The fortune has now been a legend in the family for over 50 years. No one has ever been able to find it. Discover and experience this true story and help find Grandfather’s Fortune.
Completion Time: 70 minutes Date Played: 30th January 2022 Party Size: 4 Difficulty: Medium
Gezelligheid kent geen tijd!
Or, to those of us who aren’t Ash (the French & Dutch graduate) – time flies when you’re having fun! Our classic online escape team of us, Mairi and Tasha sat down together on a chilly January evening to see whether we could help search an old Dutch farm house, to find the family’s hidden fortune. Turns out, it was hidden in far more than a locked box, it was hidden in time itself.
So, put on your time-travelling glasses, and let’s get exploring.
A beautiful family farmhouse – so much to see!
This game begins with a wonderfully sweet introductory video, bringing you up to date with the family’s history and the mystery of their grandfather’s hidden treasure. It is a very nostalgic game, as players are reviled with tales of old family traditions and introduced to the various members of the family and their individual stories.
The first space you get to explore is the looming front door. It’s very easy to look around, and the exploration in the game feels very nature. The software itself helps to plant you in the game, as you can see the seemingly never-ending fields stretch out way in the distance from the farm house, it feels like you are really there! Ash was absolutely loving this, and wishing that she had played the game in Dutch, returning to her days living in the Netherlands as a student.
Are these…magic glasses?!
Once we managed to make it inside, we were taken into the first ‘space’ of the game: the house’s attic. Here, we found out what really makes this game special: the magic glasses! Players can click a button to put them on, and they are taken back in time! You can look around the room with a whole new perspective, new puzzles appear, people appear, the overlay of the present and the past is brilliant! It works pretty seamlessly too, so it doesn’t feel dis-jointed or laggy, which was a big relief.
We worked together to solve the puzzles, which were actually quite challenging. You have a diary which accompanies you throughout the day, acting as a handy guide/map. It’s a clever way of having a sort of ‘options menu’ without breaking the immersion – and works very well in the digital escape room format.
The treasure! Eindelijk!
This was a really fun, wholesome game. We had a great time exploring the many rooms on offer within the farmhouse, flitting between the past and the present to combine items to make our way to the family’s hidden treasure. There were a hefty amount of puzzles, and we did get a bit stuck a few times! We definitely have a new favourite kind of puzzle, one we’ve actually never seen before (which is unusual given we are now nearing our 200th game) – kudos to the Cari Mysteries!
This game lends itself well to being played online. It’s been designed with care, and with love. We would highly recommend this for a cosy Sunday evening with friends. It might be a nice one to play with family if you are all apart, it certainly made us feel quite nostalgic!
Grandfather’s fortune can be played by going to the Cari Mysteries website here.